<?xml version="1.0"?>
<ArrayOfSkill xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
  <Skill>
    <Id>065908a7-e0ca-42ad-9545-d084c5665ade</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:22:37.667</DateModified>
    <Name>Artisan</Name>
    <Description>Skilled builders and crafters specializing in one of the following: ships, siege engines, churches, or any type of major building/device using stone, glass, metal, or wood.
Statistic used: INT. Cost to acquire: 6 months and 10</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>0904078a-ff8c-4e40-a129-3df34c704683</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:30:21.723</DateModified>
    <Name>Cook</Name>
    <Description>The ability to preprare food so that it will be edible and reasonably tasty.
Statistic used: PER. Cost to acquire: 2 weeks and 5 XP</Description>
    <Statistics>;;;;Perception;;;;</Statistics>
    <XPCost>5</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>181b8552-ca73-4cdc-aa0d-d738f9ab570a</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-17T17:30:02.073</DateModified>
    <Name>Healing</Name>
    <Description>A character proficient in healing knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one minute of wounding (and makes a succesful skill roll) his ministrations restore 1D10 HP (but no more HP can be restored than were lost by the wound). If the skill roll is a critical the healer heals 10 HP (but no more HP can be restored than were lost by the wound), if the result is a fumble he inflicts 1D4 points of damage.

A character with healing can reduce the wounds inflicted by one category; the penalties to achief this are:
	* minor wound -50, 
	* light wound -100, 
	* serious wound -150, 
	* serious and disabling wound -200
	* deadly wound -250, 
this is only possible if the healer starts before a minute has passed and makes a succesful skill roll with the modifiers given here. If a wounded character remains under the care of someone with healing proficiency, that character can gain his Healing Rate per twelve hours, even when travelling or engaging in a strenuous activity, such as fighting. If the wounded character gets complete rest he gains his HRx2 HP’s per twelve hours. 

Only characters with both healing and herbalism skills can help others recover at HRx3 per twelve hours of rest. This care does not require a skill roll, only the regular attention of the proficient character. Up to six patients can be cared for at any time. 

A character with the healing skill can also attempt to aid a poisoned individual, provided the poison was administered through a wound. If the poisoned character can be tended to immediately (the round after the character was poisoned) and the care continues for the next five minutes, the victim gets a +20 to his Resistance to Poison (delay his saving throw until the last round of tending). No skill roll is required. If the care and rest (the five turns) are interrupted, the  poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means (i.e., more nonmagical healing doesn’t work).

Only characters with both healing and herbalism skills can attempt the same treatment for poisons the victim has swallowed or touched (the character uses his healing to diagnose the poison and his herbalist knowledge to prepare a purgative). A character with the healing skill, can also attempt to diagnose and treat diseases. When dealing with normal diseases, a succesful skill roll automatically reduces the disease to it’s mildest form and shortest duration (see section about herbs, poisons and diseases for more information about the disease). Those who also have herbalism knowledge gain an additional +25 bonus to this check. A skilled character can also attempt to deal with magical diseases, wether caused by spell or creature. In this case, a succesful check diagnoses the cause of the disease. However, since the disease is magical in nature, it can be treated only by magical means.

Statistic used: INT. Cost to acquire: One year and 15 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>15</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>1ad7f3c6-0fb2-4317-8150-d4b770829c9b</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:10:33.347</DateModified>
    <Name>Direction sense</Name>
    <Description>Any group containing at least one character with the direction sense skill has a reduced chance of getting lost or disoriented in any type of terrain.
A skill roll is required whenever the GM determines that the group has a chance of becoming lost or disoriented, and this die roll is always made by the GM. If the character fails he errs by up to 90 degrees, if he fumbles he will go in the directionopposite to the true heading.
Statistic used: PER. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;;;;Perception;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>1d711c78-d891-4149-895c-050699277529</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:29:10.86</DateModified>
    <Name>Cobbling</Name>
    <Description>The character can fashion and repair shoes, boots and sandals.
Statstic used: DEX. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;Dexterity;;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>2a1d6b5d-611a-4e9f-ac12-87b3feeedc30</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:05:16.233</DateModified>
    <Name>Administrator</Name>
    <Description>The ability to command subordinates and oversee all details cricial to the operation of a business, government, or similar entity.
Statistic used: (INT+CHA):2. Cost to acquire: 4 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;Charisma;</Statistics>
    <XPCost>10</XPCost>
    <Category>Misc</Category>
  </Skill>
  <Skill>
    <Id>2a59371a-d72b-48b1-b4ae-552d679861bf</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:15:33.013</DateModified>
    <Name>Disarm and set Traps</Name>
    <Description>With this skill the character can set and disarm traps. When setting the trap the character must specify how much care he takes to hide the trap and how difficult to disarm he wants the trap to be. The combined penalties to detect and disarm the trap are the penalty to set the trap. You receive a +10 per hour spent to set or disarm the trap. Additional modifiers depend on the size and lethality of the trap. Note that the area and light conditions can influence penalties and bonuses to this skill.
Further note that a character with the skill detect traps receives a bonus of +15 to this skill.

Statistic used: (INT+DEX)/2. Cost to acquire 6 months and 15 XP</Description>
    <Statistics>;Dexterity;;;;Intelligence;;;</Statistics>
    <XPCost>15</XPCost>
    <Category>Stealth</Category>
  </Skill>
  <Skill>
    <Id>2b3ae972-50ee-4f56-9ade-22e134cef9ad</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:17:54.89</DateModified>
    <Name>Arcane Lore - Sorcery</Name>
    <Description>See Arcane Lore for details.</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Magical</Category>
  </Skill>
  <Skill>
    <Id>2ec87f54-72ca-4edd-8873-d1eae1ccf8db</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:15:33.013</DateModified>
    <Name>Disguise</Name>
    <Description>A character with this skill is trained in the art of disguise. He can make himself look like any general type of person of about the same height, age,weight and race. A succeful skill roll indicates that the disguise was succesful while a failed result indicates that the attempt was to obvious in some way. The character can also disguise himself as someone of another sex or race (if the races are of approximately the same height and weight, a human can not disguise himself as an Indir since they stand well over 2 metres tall). In this case a -50 applies to the skill. He can also diguise himself as an specific person, with a -80 penalty. These modifiers are cumulative, thus it is extremely difficult for a (human) character to disguise himself as a specific female elf (a -180 penalty to the skill).

Note that this skill is also often used by performers (thespians).
Statistic used: CHA. Cost to acquire: 4 months and 10 XP</Description>
    <Statistics>;;;;;;;Charisma;</Statistics>
    <XPCost>10</XPCost>
    <Category>Stealth</Category>
  </Skill>
  <Skill>
    <Id>3443dd75-2693-4d87-b8b3-32a827e283dd</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-21T09:57:35.453</DateModified>
    <Name>Boxing</Name>
    <Description>A character with boxing inflicts 2D4+1 damage and may substract his BHPA from his chance of being
stunned and may add his DAx2 to the chance of stunning somebody. DAL: +0, DAC: -5, DAP: -10</Description>
    <Statistics>;;Fighting;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Combat</Category>
  </Skill>
  <Skill>
    <Id>44caabb7-da58-4a07-bb60-70a70cbb49ab</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:25:57.007</DateModified>
    <Name>Blacksmithing</Name>
    <Description>A character with blacksmithing is capable of making tools and implements from iron. Use of this skill requires a forge with coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make armor and most weapons (crude swords and daggers can be made), but can repair them. He can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects. This skill determines the material'you can use when forging armor and/or weapons.
Statistic used: STR. Cost to acquire: 6 months and 10 XP</Description>
    <Statistics>Strength;;;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>49a2d8b7-1d5d-4bea-8947-f2771313a576</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:27:56.113</DateModified>
    <Name>Cartography</Name>
    <Description>Cartographers are able to read and make maps of almost any type of terrain. This means that they are also capable of travelling solely on the basis of a map and that they are rarely lost, if they have a map of the area.
Statistic used: INT. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>4ea2dcf0-2d52-4426-9fe4-117186f82180</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:26:31.623</DateModified>
    <Name>Blindfighting</Name>
    <Description>A character with this skill is trained to fight on hearing alone. On a succesfull skill roll for this skill the penalty for fighting in the dark is lowered by the margin/3.
Statistic used: PER. Cost to acquire: 2 year and 15 XP</Description>
    <Statistics>;;;;Perception;;;;</Statistics>
    <XPCost>15</XPCost>
    <Category>Combat</Category>
  </Skill>
  <Skill>
    <Id>559aacef-bab3-4627-b766-a6198dbdcf0a</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:21:14.033</DateModified>
    <Name>Forgery</Name>
    <Description>The ability to duplicate written documents, seals signatures, and so forth. Opposed roll with PER or the skill forgery to detect, but the person receiving the forged document must state that he is checking it, before being allowed to make the roll.
Statistic used: (PER+DEX):2. Cost to acquire: 6 months and 10 XP</Description>
    <Statistics>;Dexterity;;;Perception;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>58fe0ac3-983a-431f-8f24-2b3fa0456615</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:16:12.877</DateModified>
    <Name>Dodge</Name>
    <Description>A character with this skill may dodge range attacks, and can dodge attacks in close-combat as if he was parrying (useful when your opponent is to strong to parry, p.e. a dragon), combat modifier is +0. You can also use this skill to dodge lightning bolts etc. The Initiative (IN) of dodge is 3.
Statisitc used: DEX. Cost to acquire: One year an 10 XP</Description>
    <Statistics>;Dexterity;;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Combat</Category>
  </Skill>
  <Skill>
    <Id>6278ee71-7006-445b-a775-f5dfb550f775</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:19:56.117</DateModified>
    <Name>Archery</Name>
    <Description>A character with archery suffers only half of the normal range penalty. Note that this skill only works in combination with bows and crossbows.
Statistic used: None. Cost to acquire: 2 months and 15 XP</Description>
    <XPCost>5</XPCost>
    <Category>Combat</Category>
  </Skill>
  <Skill>
    <Id>62a8fdc5-6c27-49d4-883c-bdf462050dd1</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:12:21.91</DateModified>
    <Name>Appraising</Name>
    <Description>The ability to determine the basic value of goods and commodities. This includes things like estimating the value of slaves and jewelry, but also of houses and equipment.
Note that the more exotic the ‘item’ appraised the higher the penalty to the skill.

Statistic used: INT. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>6839473b-7c85-4f1a-9822-1b69deb06571</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:05:31.977</DateModified>
    <Name>Culture</Name>
    <Description>You must specify which culture you know, by deciding on the region in which the people have this culture. A character with this skill knows what the customs are in a certain region and how he should behave. Note that the skill etiquette enables you to behave correctly in formal situations but that you need this skill to behave ‘normally’ in casual circumstances. The higher this skill is the better you know the customs, use the same guidelines as given with the languages to determine how well you know the culture.

Further note that the nobility of the different countries have their own culture, but that this culture tends to differ less from the other countries than the culture of the lower classes.

Statistic used: INT. Cost to acquire: 3 months and 5 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>5</XPCost>
    <Category>Language</Category>
  </Skill>
  <Skill>
    <Id>689780e5-3dd9-4220-a6ee-a45be0a9ecbc</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:19:57.663</DateModified>
    <Name>Fire-building</Name>
    <Description>A character with fire-building skill does not normally need steel and flint (tinderbox) to start a fire. Given some dry wood and small pieces of tinder, he can start a fire in 1D10 minutes. Wet wood, high winds, or other adverse conditions increase the time to 2D10+5 minutes, and a succesful proficiency check is needed. If more than one of those adverse conditions are in effect a penalty between 10 and 50 can be given.
Statistic used: INT. Cost to acquire: 2 weeks and 5 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>5</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>6a8218ab-ff54-474e-b021-11bde43048bd</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:29:43.857</DateModified>
    <Name>Concoct Poisons</Name>
    <Description>A character with skill may try to make poisons. For the different poisons and the difficulty of making them, see the list on herbs and poisons.
Statistic used: PER+INT. Cost to acquire: 4 months and 10 XP.</Description>
    <Statistics>;;;;Perception;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
  </Skill>
  <Skill>
    <Id>6d6e6692-3f94-47d4-b118-9a1cab158162</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:21:59.097</DateModified>
    <Name>Gambling</Name>
    <Description>Familiarity with any of a variety of games involving skill and chance. Includes the ability to detect or engage in illicit methods of determining the outcome of such contests (i.e. cheating). This skill is often used in combination with the skill gaming.
Statistic used: (INT+PER)/2. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;;;;Perception;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Misc</Category>
  </Skill>
  <Skill>
    <Id>6fe014c7-bea1-4431-ad7f-3544ff01aedd</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:04:06.62</DateModified>
    <Name>Cryptography</Name>
    <Description>Cryptographers gain the abillity to decipher cryptograms, codes, and secrets languages, and to write in code. Encoding a text takes one half hour per page, and when one attempts to decode it treat it as an opposed roll. Treat failures and fumbles as you (GM) see appropiate. Decoding a text takes two hours per page, plus or minus 15 minutes per ten points of difference between the encoders skill level and the decoders skill level. When the encoders skill level is higher it is added to the time needed to decode the page, when the decoders skill level is higher it is subtracted from the decoding time.
Note that the GM must assign bonuses and penalties based on suggestions from the players about the subject of the text.
Statistic used: INT. Cost to acquire: One year and 15 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>15</XPCost>
    <Category>Misc</Category>
  </Skill>
  <Skill>
    <Id>758bb9de-9019-4a88-8641-1ebd6c3b8e75</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:19:19.463</DateModified>
    <Name>Farmer</Name>
    <Description>Knowledge of how to run a farm, includes how to milk a cow and plant and harvest crops. A farmer also knows when to plant seeds and how to breed better horses and other lifestock. Farmers can appraise the quality of seedlings and young animals.
Statistic used: INT. Cost to acquire: 6 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>8e39a400-9dc5-44e2-9764-10bb26445a1a</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:17:54.89</DateModified>
    <Name>Arcane Lore - Illusionist</Name>
    <Description>See Arcane Lore for details.</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Magical</Category>
  </Skill>
  <Skill>
    <Id>8fdecfb5-72ce-49c3-83b3-e7cdea33897b</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:03:22.35</DateModified>
    <Name>Acting</Name>
    <Description>Individuals with this talent will be able to perform any of the skills normally associated with thespians, such as engaging an audiences attention, memorizing lines, conveying a range of emotions, impersonating other individuals or character types, and so on.

Statistic used: CHA. Cost to acquire: 2 years and 20 XP</Description>
    <Statistics>;;;;;;;Charisma;</Statistics>
    <XPCost>20</XPCost>
    <Category>Misc</Category>
  </Skill>
  <Skill>
    <Id>9327b57e-7728-4042-a079-dd27587e6493</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:17:54.89</DateModified>
    <Name>Arcane Lore - Mentalist</Name>
    <Description>See Arcane Lore for details.</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Magical</Category>
  </Skill>
  <Skill>
    <Id>94add569-04a2-4f2f-9204-b2bc0e2aeaf7</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:11:46.017</DateModified>
    <Name>Apothecary</Name>
    <Description>Skilled at identifying, preserving, weighing, and concocting ingredients used in the making of potions. This skill grants a +15 to the skill of a herbalist who treats a herb for a potion. You must have this skill if you want to combine the effects of multiple herbs in one potion.
Statistic used: INT. Cost to acquire: 6 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Misc</Category>
  </Skill>
  <Skill>
    <Id>9b7542dc-125e-4cb5-a1e7-80a218dced0d</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:17:49.097</DateModified>
    <Name>Engineer</Name>
    <Description>The ability to design and oversee construction of one of the following: fortifications, roadways, bridges, cities, settlements, siege engines, mines, weapons and excavations. Engineers are able to draft or appraise plans or schematics for such projects, determine the suitability of proposed construction sites, and spot potential structural weaknesses and strong points.

Note that the ability to oversee construction is the ability to ascertain that blueprint design is followed by the labor crew.
Statistic used: INT. Cost to acquire: One year and 20 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>20</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>9bfba977-d7c9-4ef2-9eb1-25bbfe0aaef2</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:12:19.57</DateModified>
    <Name>Diplomacy</Name>
    <Description>The ability to influence by charm, flattery, bribery, threaths and suggestion.
Statistic used: CHA. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;;;;;;;Charisma;</Statistics>
    <XPCost>10</XPCost>
    <Category>History</Category>
  </Skill>
  <Skill>
    <Id>ac935ca7-0cb8-42eb-8a15-f03bb0d5575b</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:07:32.313</DateModified>
    <Name>Alertness</Name>
    <Description>A character with this skill has been trained to detect and identify sounds. He can hear tiny sounds such as
someone stealthily approaching or a cry far away. Listening is not automatic; the character must stand still
and concentrate on what he is hearing for at least one round. He must have silence in his immediate
surroundings. Sounds filtering through doors or other barriers are unclear at best.
Statistic used: PER. Cost to acquire: 6 months and 10 XP

Modifiers to Perception and Perception-based skills
+10 to Perception or Perception-based skill per round of concentrated listening, looking, smelling, up to a maximum bonus of +50.</Description>
    <Statistics>;;;;Perception;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Misc</Category>
  </Skill>
  <Skill>
    <Id>afed8e50-85c1-4a7d-8c9f-14c4161fa083</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:24:23.137</DateModified>
    <Name>Ballistic skill</Name>
    <Description>A character with a ballistic skill can use this weapon and others like with a penalty to this skill or his DEX. A character with a ballistic skill can also increase the amount of damage and his reaction time with this weapon, but only for that weapon, not for weapons like it. It costs 2 XP to get a +1 damage or -1 initiative, the maximum bonus depends on the professional package.
With this skill you can also learn to operate siege engines etc. this counts as a normal ballistic skill.
Statistic used: DEX. Cost to acquire: One month and 10 XP</Description>
    <Statistics>;Dexterity;;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Combat</Category>
  </Skill>
  <Skill>
    <Id>b3d87407-ba0f-4c36-81cb-b571c75cb779</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:08:23.17</DateModified>
    <Name>Ambidextrous</Name>
    <Description>An ambidextrous character can fight with two weapons without suffering penalties. He can also switch hands if he is wounded in the arm that is currently holding the weapon. Note that fighting with two weapons gives one free attack and enables you to receive a +10 bonus to the penalty to fight against multiple opponents.

Statistic used: None. Cost to acquire: One year and 15 XP</Description>
    <XPCost>0</XPCost>
    <Category>Combat</Category>
  </Skill>
  <Skill>
    <Id>b492b339-b155-4768-b435-d418ac7de950</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:16:29.993</DateModified>
    <Name>Arcane Lore</Name>
    <Description>Knowledge of the use of one of the types of wizardly magic on Avalon. There are seven types of arcane lore:
Arcane Lore - Animist, Arcane Lore - Demonology, Arcane Lore - Elementalist, Arcane Lore - Illusionist, Arcane Lore - Mentalist, Arcane Lore - Necromancy and Arcane Lore - Sorcery. 
This skill is used to determine if a mage succesfully learns a new spell or not. Remember that this skill is essential to a mage or wizard because this skill is used to determine if he can learn a new spell, or develop one of his own.
Statistic used: INT. Cost to acquire: One year and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Magical</Category>
  </Skill>
  <Skill>
    <Id>bbbf0267-61d0-48d2-af88-e567397c3903</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T18:27:28.483</DateModified>
    <Name>Guard</Name>
    <Description>Experience as a sentinel or a watchman. This skill can be used to detect attemps to palm items and pick pockets. It also may be used to detect hidden persons, but when used for this purpose you receive a standard penalty of -60. People with this skill are usually in law-enforcement or military forces. For ranges and modifiers, see the table 'Modifiers to Perception and Perception-based skills'.
Statistic used: PER. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;;;;Perception;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Stealth</Category>
  </Skill>
  <Skill>
    <Id>c3d6b38a-b30b-4c63-a592-ef7caf522381</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:16:40.313</DateModified>
    <Name>Arcane Lore - Animist</Name>
    <Description>See Arcane Lore for details.</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Magical</Category>
  </Skill>
  <Skill>
    <Id>cb713812-ab56-410f-85a0-c974d3c320ec</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:18:41.313</DateModified>
    <Name>Etiquette</Name>
    <Description>This skill gives a character a basic understanding of the proper forms of behavior and address required in may different situations, especially those involving nobility and persons of rank. Thus, the character will know the correct title to use when addressing a duke, the proper steps of ceremony to greet visiting diplomats, gestures to avoid in the presence of dwarves, etc. For extremely unususal occurences, a skill roll must be made for the character to know the proper etiquette for the situation (an imperial visit, for example, is a sufficient rare event). However, having the character know what is correct and actually do what is correct are two different matters. The encounters must still be role-played by the character. Knowledge of etiquette does not give the character protection from a gaffe or faux pas; many people who know the correct thing to do still manage to do the exact opposite.
Statistic used: (CHA+INT)/2. Cost to acquire: 4 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;Charisma;</Statistics>
    <XPCost>10</XPCost>
    <Category>Language</Category>
  </Skill>
  <Skill>
    <Id>cbe32ed6-46f0-4ee5-8937-e8896f2626df</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:16:59.447</DateModified>
    <Name>Endurance</Name>
    <Description>The body of a character with this skill has been trained to be tougher than most other people, when running or performing other strenuous activity you can use this skill to keep on moving, instead of CON. 

Note that this skill may be used to resist stuns and magical attacks directed at your body (p.e. disintegration).
Statistic used: CON. Cost to acquire: 3 months and 10 XP</Description>
    <Statistics>;;;Constitution;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>cec4e8d9-c7b2-4bb4-8e68-7fcf2ac05a97</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:20:35.103</DateModified>
    <Name>Fishing</Name>
    <Description>The character is skilled in the art of fishing, be it with hook and line, net, or spear. Each hour the character spends fishing, make a skill roll. If the roll fails no fish are caught that hour. Otherwise, a hook and line or a spear will land fish equal to the margin of succes divided by ten (rounded up). A net will catch three times this amount. Of course, no fish can be caught where no fish are found. On the other hand some areas teem with fish, such as a river or a pool during spawning season. The GM may modify the results according to the situation.
Statistic used: PER. Cost to acquire: 2 weeks and 5 XP</Description>
    <Statistics>;;;;Perception;;;;</Statistics>
    <XPCost>5</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>d324011b-9ee5-4799-ab89-b358a9a9fe0f</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:31:16.113</DateModified>
    <Name>Counterfeiting</Name>
    <Description>The ability to create relatively worthless replicas of coins, cut stones, or other valuables. These replicas are practically indistinguishable from the genuine articles. To detect a forgery someone with appraising or art must state that he is studying the articles closely, than resolve it as an opposed roll for the counterfeiter.
Statistic used: (DEX+PER):2. Cost to acquire: 6 months and 10 XP</Description>
    <Statistics>;Dexterity;;;Perception;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>d960bb15-393c-4270-bef3-08ab11ecbc41</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:24:54.207</DateModified>
    <Name>Beast handler</Name>
    <Description>Experienced in herding and caring for domesticated animals.
Statistic used: (INT+CHA):2. Cost to acquire: One month and 5 XP</Description>
    <Statistics>;;;;;Intelligence;;Charisma;</Statistics>
    <XPCost>5</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>d9c4b124-bf17-4203-9b7b-38a3b665ae7e</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:16:40.313</DateModified>
    <Name>Arcane Lore - Elementalist</Name>
    <Description>See Arcane Lore for details.</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Magical</Category>
  </Skill>
  <Skill>
    <Id>da71f7b4-18bb-4b32-bce3-303025397b10</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:15:33.013</DateModified>
    <Name>Detect Traps</Name>
    <Description>With this skill the character can try to detect traps. Note that the penalty to detect traps depends on the penalties taken by the person who set the trap and that additional modifiers may apply, such as lighting and the time taken for detecting traps. The standard time to examine an area of 1 square metre is 2 turns, for every round less you get a penalty of -10, for every 3 rounds more you get a bonus of +10 to a maximum of +50.
Note that a character with the skill disarm and set traps receives a bonus of +15 to this skill.
Statistic used: PER. Cost to acquire: 6 months and 10 XP</Description>
    <Statistics>;;;;Perception;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Stealth</Category>
  </Skill>
  <Skill>
    <Id>dc3df895-6857-4ffc-8536-206839ce6e1c</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:20:33.707</DateModified>
    <Name>Armor</Name>
    <Description>Characters with this skill are trained to wear armor and to ignore the penalties normally caused by armor. They can pay 2 XP to effectively increase their strength by one (up to a maximum of 10 strength points) to determine the penalties caused by armor.
Statistic used: None. Cost to acquire: 2 months and 5 XP</Description>
    <XPCost>5</XPCost>
    <Category>Combat</Category>
  </Skill>
  <Skill>
    <Id>dd83dbdc-ae24-4576-a8aa-8994ed75b9eb</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:22:35.317</DateModified>
    <Name>Gaming</Name>
    <Description>Someone with this skill knows most common games of chance and skill, including cards, dice, chess. When playing a game, he maymake a die roll, succes indicates that he has won. If two proficient characters play each other, the one with the greatest marge of succes wins. The character also gains a +10 to the skill gambling.
Statistic used: INT. Cost to acquire: 2 weeks and 5 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>5</XPCost>
    <Category>Misc</Category>
  </Skill>
  <Skill>
    <Id>df10f405-049a-4aa9-9046-bf2ceb4ae8b5</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:21:56.513</DateModified>
    <Name>Artificer</Name>
    <Description>Skilled at fashioning useful and decorative wares and items from one of the following materials: crystal, iron, gold, silver, stone, brick, wood, bone, clay, copper, brass, gemstones, fine fabrics, glass, and ceramics. Artificers can identify their own and rivals’ handiwork, and appraise any item they can produce.
Statistic used: DEX. Cost to acquire: 4 months and 10 XP</Description>
    <Statistics>;Dexterity;;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>e4b27771-393c-4d47-bef2-77a50a341e0d</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:23:40.233</DateModified>
    <Name>Assassinate</Name>
    <Description>The ability to kill with a single blow or attack delivered from hiding or otherwise by surprise. This skill works only if you can surprise your target. If he is not surprised, the attack must be resolved further as a normal attack, with the appropriate bonuses due to surprise and flank/rear attack. You must roll for your weapon skill to determine if you can strike a desired Hit Location (but you have a bonus for rear attack). The penalty for attacking a specific Hit Location, or a part of the penalty can also be subtracted from the assassinate skilllevel instead. The roll for weapon skill determines whether you inflict full damage (critical roll) or normal damage. If the target is moving at your Basic Movement Rate or slower you get a penalty equal to his Movement Rate x5, if the target is moving faster you may not use the skill assassinate. When the roll for weapon skill is succesfull, you roll for assassinate. The margin from the roll divided by three is the additional damage inflicted by the attack. This amount can never exceed the protective value of the targets armour and aura +10.
Note that this skill can only be used with a onehanded weapon, or with weapons like a garotte.

Statistic used: (DEX+INT):2. Cost to acquire: One year and 15 XP</Description>
    <Statistics>;Dexterity;;;;Intelligence;;;</Statistics>
    <XPCost>15</XPCost>
    <Category>Combat</Category>
  </Skill>
  <Skill>
    <Id>e6de6aed-5b8f-4896-b504-3a8056e89265</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:17:54.89</DateModified>
    <Name>Arcane Lore - Necromancy</Name>
    <Description>See Arcane Lore for details.</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Magical</Category>
  </Skill>
  <Skill>
    <Id>ec8ed843-3f49-416b-b7d9-af3bc2e4056a</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:21:19.107</DateModified>
    <Name>Armorer</Name>
    <Description>A character with this skill can make the types of armor listed in the equipment section, given the proper materials and facilities. When making armor the skill roll is made at the end of the normal construction time. If the skill roll indicates failure, the armor is flawed and doubles all penalties, if the skill roll is a fumble the armor is flawed, but the armorer is not aware of it. Note that the materials you can use are determined by the skilllevel in blacksmithing. A well equipped smithy can give bonuses of up to +50 (very expensive equipment and forge, etc.) to your skillevel.

Statistic used: (DEX+INT+STR)/3. Cost to acquire: One year and 10 XP</Description>
    <Statistics>Strength;Dexterity;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>ee0fb888-c6a6-478e-9541-b62dc7c19bf1</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:25:00.083</DateModified>
    <Name>Animal handler</Name>
    <Description>Skilled at capturing, taming, traning, and breeding wild beasts. Taming take one month of uninterrupted work and must be done when the animal is still very young. Training to perform a single task on command, such as carry a rider, attack, or guard, takes 4 weeks per task, longer if the beast is particularly stubborn or stupid in nature.

Note that various wild beasts have different limits as to how much they can learn and wether they are trainable at all. Use common sense to determine this.
Statistic used: (WP+CHA):2. Cost to acquire: 6 months and 10 XP</Description>
    <Statistics>;;;;;;Will Power;Charisma;</Statistics>
    <XPCost>10</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>f82d96cb-1530-4f0d-a02a-d777e31c7976</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:28:39.903</DateModified>
    <Name>Climbing</Name>
    <Description>A character with this skill can make difficult and dangerous climbs with the aid of spikes, ropes, etc. The bonuses gaines from the different types climbing aides are: Using ropes: +50; Using spikes &amp; pitons: +50; Using spiked gloves &amp; shoes: +25. The penalties for the surface climbed are given by the Game Master, and they should depend on sheer, slickness, and weather conditions. Typically they should range from a -0 for a gently sloped hill to a -200 for climbing a vertical slick, solid wall while a strong wind is blowing. If a character with this skill leads a party, placing the pitons (spikes) and guiding the others, all in the party can gain the benefit of his knowledge. They do not suffer the usual penalty of -30, but have a +10 instead.
Statistic used: (DEX+STR):2. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>Strength;Dexterity;;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>f8d336cd-5358-41f1-ab43-92e09a2800ec</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:16:40.313</DateModified>
    <Name>Arcane Lore - Demonology</Name>
    <Description>See Arcane Lore for details.</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Magical</Category>
  </Skill>
  <Skill>
    <Id>fa7c5132-1cb8-4645-adb9-fe56ec7492e1</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T12:06:55.3</DateModified>
    <Name>Dance</Name>
    <Description>The ability to perform popular, expressive, or ritual dances. Popular dances include the light hearted caparetto, the romantic avante, and the formal sauntre. The character with this skill, knows most of the popular dances, the rare and special dances of races and cults will not be familiar to him. This means that he has to learn or at least watch others perform these dances before he may perform them. 

Note that many cults and religions have their own ritual dances and that these will almost never be thaught to outsiders. Further note that you have to have the culture of an area to master the dances from that area.

Statistic used: DEX. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;Dexterity;;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Language</Category>
  </Skill>
  <Skill>
    <Id>fd238753-755e-470b-b687-3b6255ef0a89</Id>
    <DateCreated>2012-03-21T09:15:49.127</DateCreated>
    <DateModified>2012-03-18T11:27:01.023</DateModified>
    <Name>Brewer/Vintner</Name>
    <Description>Skilled at brewing, distilling, or otherwise concocting one type of alcoholic or nonalcoholic beverage.
Statistic used: INT. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>f76a9228-d9a0-4b0c-94a0-d7a686833dae</Id>
    <DateCreated>2012-03-21T09:36:41.943</DateCreated>
    <DateModified>2012-03-21T09:37:19.537</DateModified>
    <Name>Herbalism</Name>
    <Description>Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices,
powders, balms, salves, ointments, infusions, and plasters medical purposes. They can also prepare natural
plant poisons and purgatives. The penalty depends on the strength of the poison (GM decides).
A character with herbalism can cure nonmagical diseases and infections. He can also help in the recovery
of Hit Points if he has the proper herbs with him.
Note that the character has to find the herbs before he can use them. To do this the game master must
determine whether there are any herbs in the area and in what quantities the herb is available, see section
about herbs, poisons and diseases for information about the herbs. The properties of some herbs are almost
unknown or only usefull in very specific circumstances, this is reflected by a penalty to herbalism to determine
whether the character is aware of the properties of the herb he want to use.
Statistic used: INT or PER. Cost to acquire: 6 months and 10 XP</Description>
    <Statistics>;;;;Perception;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>6bf4da38-ec38-4dfd-8841-d41d8d0120ed</Id>
    <DateCreated>2012-03-21T09:37:09.147</DateCreated>
    <DateModified>2012-03-21T09:37:28.883</DateModified>
    <Name>Hide</Name>
    <Description>The ability to avoid detection by lurking in darkness, behind cover, in a place of concealment, and so on.
-If those who might notice you are actively searching or watchingthe area, make an opposed roll, against their
guard, scout or PER, whichever is higher.
-If nobody is actively looking for you, but they stay alert they must make an roll against your hide.
-If no one is paying much attention you can be spotted when you fumble your roll.
Statistic used: INT. Cost to acquire: One month and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Stealth</Category>
  </Skill>
  <Skill>
    <Id>d681e182-c816-491e-80a9-be12be94142f</Id>
    <DateCreated>2012-03-21T09:37:43.06</DateCreated>
    <DateModified>2012-03-21T09:37:52.447</DateModified>
    <Name>Hunter/Gatherer</Name>
    <Description>Skilled at foraging for food and small game. On a succesful skill roll the character can find enough food to
feed one person for one day, this takes approximately 2 hours of foraging. To feed additional persons the
character receives a penalty of -25/person.
Note that you may only use this skill if you have the appropriate wilderness survival skill.
Statistic used: PER. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;;;;Perception;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>cbd314b7-1012-4064-8301-ce568514d08a</Id>
    <DateCreated>2012-03-21T09:38:52.84</DateCreated>
    <DateModified>2012-03-21T09:39:04.973</DateModified>
    <Name>Interrogate</Name>
    <Description>The ability to acquire information by psychological intimidation or by more subtle verbal methods. Includes the
ability to see if the person interrogated is lying or not telling the whole truth.
Note that to use this skill you must have the time to do so properly, it takes at least half an hour. If you
interrogate someone for extended periods, and deprive him of sleep. He gets penalties to resist the
interrogate and his Essence is slowly drained, which causes more penalties. The GM decides how effective
you are.
Statistic used: (CHA +INT):2. Cost to acquire 6 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;Charisma;</Statistics>
    <XPCost>10</XPCost>
    <Category>Stealth</Category>
  </Skill>
  <Skill>
    <Id>8feb5dcd-710b-464f-b2c4-62b1e7754194</Id>
    <DateCreated>2012-03-21T09:39:18.877</DateCreated>
    <DateModified>2012-03-21T09:39:26.74</DateModified>
    <Name>Languages, ancient</Name>
    <Description>The character has mastered a difficult and obscure tongue, now primarily found in the writings of pedantric
sages and sorcerers. The main use of the language is to read tomes of ancient secrets written by long-dead
mystics, the character can also write the language he is proficient in. The languages are normally old
versions of the languages spoken in the present.
Statistic used: INT. Cost to acquire: 3 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Language</Category>
  </Skill>
  <Skill>
    <Id>23925c61-ddf4-44f8-89cd-138ca305065e</Id>
    <DateCreated>2012-03-21T09:52:51.803</DateCreated>
    <DateModified>2012-03-21T09:53:03.16</DateModified>
    <Name>Languages, modern</Name>
    <Description>The character has learned to speak and write a language of the known world. To do so a teacher must have
been available. How well you speak and read a language depends on how high your skill level is.
-If your level is below 40, you can only babble like an infant or small child.
-If your level is between 40 and 49, it allows basic verbal communication through simple phrases (e.g. Safe to
eat?, Danger ahead?, What is cost?, Where is bathroom?, etc.). No reading and writing.
-If your level is between 50 and 70, it allows speech on very simle subjects through simple sentences and if
both parties speak slowly and with great care.
-If your level is between 71 and 90 it allows speech with a fluency equivalent to that of an average native
speaker, but without the tonal qualities (i.e., the speech would be accented, unless the character is a native
speaker). Gives the character the ability to read moderately simple passages but not for subtle concepts.
-If your level is between 91 and 110 allows speech with a fluency equivalent to that of an average native
speaker, but without the tonal qualities (i.e., the speech would be accented, unless the character is a native
speaker). Gives the character the ability to read and to write moderately simple passages but no subtle
concepts.
-If your level is between 111 and 130 allows speech with a fluency equivalent to that of an average native
speaker, without an accent. Gives the character the ability to read and write, but not flawless and not when
the subject is very complicated
-If your level is above 130 it allows total fluency with no accent and total literacy.
Note that nobles and scholars have language skills of at least 91, but usually this level is higher than 111.
Statistic used: INT. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Language</Category>
  </Skill>
  <Skill>
    <Id>a241446e-3cbd-4c3c-ba87-b6a166358afb</Id>
    <DateCreated>2012-03-21T09:53:21.44</DateCreated>
    <DateModified>2012-03-21T09:53:33.523</DateModified>
    <Name>Leadership</Name>
    <Description>A character with this skill is trained to command others. The skill is used to rally your men or to stop them
from fleeing from the battlefield, modifiers are based on the foes and the effectiveness of spells (fear).
Statistic used: CHA. Cost to acquire: 4 months and 10 XP</Description>
    <Statistics>;;;;;;;Charisma;</Statistics>
    <XPCost>10</XPCost>
    <Category>Combat</Category>
  </Skill>
  <Skill>
    <Id>8897445a-6a0e-40c6-8c6c-ba9bdc20704a</Id>
    <DateCreated>2012-03-21T09:53:46.92</DateCreated>
    <DateModified>2012-03-21T09:54:03.363</DateModified>
    <Name>Legerdemain</Name>
    <Description>The ability to perform various tricks and sleights of hand, including card tricks, palming (concealing small
objects in the hand), passing or switching small objects without being detected, ventriloquism, and so on.
Individuals with this talent may employ it to cheat or fix any game of chance, they receive a bonus to their
gambling skill equal to the margin for legerdermain divided by 3.
Statistic used: DEX. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;Dexterity;;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Entertainment</Category>
  </Skill>
  <Skill>
    <Id>7ff75fd0-edec-477d-b378-9652c6497919</Id>
    <DateCreated>2012-03-21T09:54:23.417</DateCreated>
    <DateModified>2012-03-21T09:54:31.853</DateModified>
    <Name>Wilderness Survival</Name>
    <Description>The ability to forage for food and water, navigate, and find or construct suitable shelter in one sort of terrain,
such as forest, mountain, plains, deserts and arctic areas.
This skill enables your character to stay alive, he can keep others alive as well at a penalty of -50/person.
Statistic used: INT. Cost to aquire: 4 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>e83304fd-2215-417b-a010-fa84ddba315d</Id>
    <DateCreated>2012-03-21T09:54:44.097</DateCreated>
    <DateModified>2012-03-21T09:54:54.29</DateModified>
    <Name>Weather Sense</Name>
    <Description>This skill enables a character to make intelligent guesses about upcoming weather conditions.
A succeful skill roll means the character has correctly guessed the general weather conditions in the next
six hours. A failed check means the character couldn't tell anything, while a fumble means he has read and
predictedthe weather incorrectly. The GM should make this roll secretly. However for every six hours of
observation, the character gets a +10 bonus to his skill. This modifier is cumulative.
Sometimes impending weather conditions are so obvious that no skill roll is required. It is difficult not to
notice the tornado funnel tearing across the plain or the mass of dark clouds on the horizon obviously headed
the character's way. In these cases, the player should be able to gues what is going to happen to his
character.
Statistic used: PER. Cost to acquire: 4 months and 10 XP</Description>
    <Statistics>;;;;Perception;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>46a682e1-c52d-4512-a6f0-914b3d2d9025</Id>
    <DateCreated>2012-03-21T09:55:06.85</DateCreated>
    <DateModified>2012-03-21T09:55:13.8</DateModified>
    <Name>Weaponsmith</Name>
    <Description>This highly specialized skill enables a character to perform the difficult and highly exacting work involved in
making metal weapons, particulary those with blades.
The character blends some of the skill of a blacksmith with an abilty to create blades of strength and
sharpness. The skilllevel in blacksmithing determines the materials you can use when forging a weapon. A
fully equipped smithy is necessary to use this skill. A well equipped smithy can give bonuses of up to +50
(very expensive equipment and forge, etc.) to your skillevel.
Statistic used: (INT+STR):2. Cost to acquire: 6 months and 10 XP</Description>
    <Statistics>Strength;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>68c50d6a-122a-4762-80a3-5c28809ec8c4</Id>
    <DateCreated>2012-03-21T09:55:28.123</DateCreated>
    <DateModified>2012-03-21T09:55:37.93</DateModified>
    <Name>Weapon Skill</Name>
    <Description>A character with a weapon skill can use this weapon and others like with a penalty to this skill or his FIG. A
character with a weapon skill can also increase the amount of damage and his reaction time with this
weapon, but only for that weapon, not for weapons like it. It costs 2XP to get a +1 damage or -1 initiative, the
maximum bonus depends on the professional package.
Statistic used: FIG. Cost to acquire: One month and 10 XP</Description>
    <Statistics>;;Fighting;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Combat</Category>
  </Skill>
  <Skill>
    <Id>4134a531-aa1a-4a62-9495-427a925f102e</Id>
    <DateCreated>2012-03-21T09:56:07.687</DateCreated>
    <DateModified>2012-03-21T09:56:19.75</DateModified>
    <Name>Underworld</Name>
    <Description>Intimate knowledge of the customs peculiar to criminal groups or organizations, such as groups of thieves, assassins, smugglers, and so forth.
Statistic used: INT. Cost to acquire: 4 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Stealth</Category>
  </Skill>
  <Skill>
    <Id>f368d767-db94-497c-81e3-12800e972765</Id>
    <DateCreated>2012-03-21T09:56:43.87</DateCreated>
    <DateModified>2012-03-21T09:56:50.577</DateModified>
    <Name>Unarmed Combat</Name>
    <Description>There are three types of unarmed combat: Boxing, karate and wrestling.
-A character with boxing inflicts 2D4+1 damage and may substract his BHPA from his chance of being
stunned and may add his DAx2 to the chance of stunning somebody. DAL: +0, DAC: -5, DAP: -10
-A character with karate does 1D8 damage, with a kick he does 2D6+4 damage (-30 on skill) and his penalty
when making additional offensive and defensive actions is reduced by five. DAL: +0, DAC: -5, DAP: -10
-A character with wrestling scores a hold (roll where you hit/hold) when his attack is not succesfully parried
or dodged. When someone is held and wins initiative the one with the hold must make an opposed roll
against the person he holds. If he wins the initiative his victim must make an opposed roll. To break lose you
must use unarmed combat or a weapon skill, but you lose your combat modifier. You can try to break lose
but every round after the first that you are held you suffer 1D8+DA damage. DAL: +9, DAC: +15, DAP: +18
Note that with wrestling you can only make one attack against each opponent per round and that you can
not attack another opponent when you have a hold on someone. Further note that these attacks do not
lower Internal Strength.
Statistic used: FIG (boxing, karate), (STR+FIG)/2 (wrestling).
Cost to acquire: One month and 10 XP.</Description>
    <XPCost>10</XPCost>
  </Skill>
  <Skill>
    <Id>781fc579-45f4-450c-97d7-e3fa5f0a34f5</Id>
    <DateCreated>2012-03-21T09:57:44.653</DateCreated>
    <DateModified>2012-03-21T09:58:04.893</DateModified>
    <Name>Karate</Name>
    <Description>A character with karate does 1D8 damage, with a kick he does 2D6+4 damage (-30 on skill) and his penalty
when making additional offensive and defensive actions is reduced by five. DAL: +0, DAC: -5, DAP: -10</Description>
    <Statistics>;;Fighting;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Combat</Category>
  </Skill>
  <Skill>
    <Id>ac029434-1014-4e61-a0d4-2b385e8aa48d</Id>
    <DateCreated>2012-03-21T09:58:24.277</DateCreated>
    <DateModified>2012-03-21T09:58:34.147</DateModified>
    <Name>Wrestling</Name>
    <Description>A character with wrestling scores a hold (roll where you hit/hold) when his attack is not succesfully parried
or dodged. When someone is held and wins initiative the one with the hold must make an opposed roll
against the person he holds. If he wins the initiative his victim must make an opposed roll. To break lose you
must use unarmed combat or a weapon skill, but you lose your combat modifier. You can try to break lose
but every round after the first that you are held you suffer 1D8+DA damage. DAL: +9, DAC: +15, DAP: +18
Note that with wrestling you can only make one attack against each opponent per round and that you can
not attack another opponent when you have a hold on someone. Further note that these attacks do not
lower Internal Strength.</Description>
    <Statistics>Strength;;Fighting;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Combat</Category>
  </Skill>
  <Skill>
    <Id>7aa356e9-f508-4c1e-9113-d5c7783ed9b2</Id>
    <DateCreated>2012-03-21T09:59:01.71</DateCreated>
    <DateModified>2012-03-21T09:59:20.023</DateModified>
    <Name>Training</Name>
    <Description>A character with this skill has learned to teach others what he knows. If someone studies with a person who
has training he gains a bonus to his skill level equal to (skill level of the skill training + skill level of the skill
taught)/20. The skill levels mentioned here are the levels of the trainer.
Statistic used: (INT+CHA):2 Cost to acquire: 6 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;Charisma;</Statistics>
    <XPCost>10</XPCost>
    <Category>Misc</Category>
  </Skill>
  <Skill>
    <Id>a058fb77-a0f1-464e-9614-9d5edeb23be2</Id>
    <DateCreated>2012-03-21T09:59:40.87</DateCreated>
    <DateModified>2012-03-21T10:00:13.273</DateModified>
    <Name>Tracking</Name>
    <Description>Characters with tracking are able to follow the trail of creatures and characters across most types of terrain.
To track a creature, the character must first find the trail. Indoors, the tracker must have seen the creature in
the last 30 minutes and must begin tracking from the place last seen. Outdoors, the tracker must either have
seen the creature, have eyewitnes reports of its recent movement, or must have obvious evidence that the
creature is in the area (such as a well-used game trail).
If these conditions are met, a skill roll is made. Succes means a trail has been found. Failure means notrail is found. 
Another attempt cannot be made until the above conditions are met again under different
circumstances.
Once the trail is found, additional skill rolls must be made for the following situations: The chance to track
decreases (terrain, rain, creatures leaving the group, darkness, etc.);a second track crosses the first; the
party resumes tracking after a halt (to rest eat fight, etc.). Once the tracker fails a skill roll, another roll may be
made after he spends an hour searching the area for new signs. If this check is failed, no further attemps
may be made. If the modifiers lower the chance to track below 0, the trail is totally lost to that character and
further tracking is impossible (even if the chance later improves). Other characters may be able to continue
tracking, but that character cannot.
A tracking character can also attempt to identify the type of creatures being followed and the apporximate
number by making a skill roll. All the normal tracking modifiers apply. One identifying check can be made
each time a check is made to follow the trail. A succesful roll identifies the creatures (provided that the
character has some knowledge of that type of creature) and gives a rough estimate of their numbers.

Statistic used: PER. Cost to acquire: 6 months and 10 XP</Description>
    <Statistics>;;;;Perception;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Survival</Category>
  </Skill>
  <Skill>
    <Id>6b384cc0-63cf-4c30-bdf3-8a319c3d3639</Id>
    <DateCreated>2012-03-21T10:00:31.097</DateCreated>
    <DateModified>2012-03-21T10:00:40.17</DateModified>
    <Name>Torture</Name>
    <Description>The ability to acquire information by unsubtle physical means. Failure indicates that the subject does nothing
but scream, while a fumble indicates the demise of your subject.
Statistic used: (DEX+INT)/2. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;Dexterity;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Stealth</Category>
  </Skill>
  <Skill>
    <Id>6005f047-75cb-4ba0-815f-1d6d92be5332</Id>
    <DateCreated>2012-03-21T10:07:32.0292042+01:00</DateCreated>
    <DateModified>2012-03-21T10:07:44.025337+01:00</DateModified>
    <Name>Lip-reading</Name>
    <Description>The ability to eavesdrop by watching a speaker's lips and reading what he or she is saying. The practical
range of this ability depends on perception and the use of a spyglass or other optical device.
Statistic used: None. Cost to acquire: 2 months and 15 XP</Description>
    <XPCost>0</XPCost>
    <Category>History</Category>
  </Skill>
  <Skill>
    <Id>81499c3b-b0d8-40b2-a46e-e157687117f2</Id>
    <DateCreated>2012-03-21T10:08:12.364984+01:00</DateCreated>
    <DateModified>2012-03-21T10:08:22.458981+01:00</DateModified>
    <Name>Litigator</Name>
    <Description>Knowledge of laws, and skilled at representing individuals accused of criminal wrongdoing. Litigators are able
to specialize in such areas as prosecution, defense and civil law, as well as others. Litigators may wield little
influence or may not even be available in lands where totalitarian governments are in power.
Note that you must have the culture of a country to be able to use this skill.
Statistic used: (INTx2+CHA):3. Cost to acquire: 2 years and 20 XP</Description>
    <Statistics>;;;;;Intelligence;;Charisma;</Statistics>
    <XPCost>20</XPCost>
    <Category>History</Category>
  </Skill>
  <Skill>
    <Id>38d01141-74d2-4e33-896f-3250b545b54d</Id>
    <DateCreated>2012-03-21T10:08:34.3931051+01:00</DateCreated>
    <DateModified>2012-03-21T10:08:45.5527246+01:00</DateModified>
    <Name>Lockpicking</Name>
    <Description>The ability to foil locks with the use of thieves' tools. One attempt is allowed per mechanism, the penalty to
pick the lock is determined by the complexity of the lock. A simple lock gives a +15, a standard lock +0, a
lock of good quality gives -25, a high quality lock gives -50, a lock of very high quality gives a -75 and a
superior lock gives a -100. Certain locks give a much higher penalty, but then the locksmith has the skill
lockpicking and in this case the penalty is determined by the lockpicking margin of the locksmith. If you
cannot open a particular lock, the lock is considered beyond your present abilities, you may try again only
after altering your tool-set. This takes at least an hour for every 75 points of skilllevel the character has, i.e. a
character with a skilllevel of 225 would need to spent at least 3 hours to be allowed a re-roll. For every hour
spent above the required time, the character receives a bonus of +10 to a maximum of +50, for one specific
lock and this bonus or the re-roll can only be acquied if the character has acces to the lock whilst altering his
tools.
Statistic used: DEX. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;Dexterity;;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Stealth</Category>
  </Skill>
  <Skill>
    <Id>6c76570f-791a-413a-9395-e5d44da19cc5</Id>
    <DateCreated>2012-03-21T10:09:10.677688+01:00</DateCreated>
    <DateModified>2012-03-21T10:09:21.8293327+01:00</DateModified>
    <Name>Meditation</Name>
    <Description>A character with this skill is trained to focus his attention on a task, to increase his efficiency. A succesful skill
roll grants the character bonus of margin/5 to any one skill, a fumble gives a -25. This bonus stays until the
character loses concentration, checks should be made at the GM’s discretion. To focus properly takes 3
rounds, if more rounds are spend a bonus is gained, at +5 per round, to a maximum of +25. If the character
takes less than 3 rounds he gets a -15 per round less than three rounds, i.e. a character that immediately
wants to enter a meditative trance gets a -45 to his roll. A character with meditation also automatically gains a +10 to all rolls made to defend against mental attacks, due to the ability to focus his thoughts.
Statistic used: WIL. Cost to acquire: 6 months and 20 XP</Description>
    <Statistics>;;;;;;Will Power;;</Statistics>
    <XPCost>20</XPCost>
    <Category>Magical</Category>
  </Skill>
  <Skill>
    <Id>6e7b4173-d227-42c7-be4e-de32e74159d4</Id>
    <DateCreated>2012-03-21T10:09:35.0662503+01:00</DateCreated>
    <DateModified>2012-03-21T10:09:41.8042784+01:00</DateModified>
    <Name>Merchant</Name>
    <Description>Skilled at buying and selling goods and commodities. Included in this category are shop owners, vendors,
peddlers, procurers, mongers, and so forth. By purchasing goods and materials in sizable quantities of at
least six dozen, individuals of this profession save up to 50% off standard listed prices for mundane goods,
but not magical ones. By haggling and hard bargaining, merchants can drive the prices up or down by as
much as 25%.
Statistic used: (INT+CHA):2. Cost to acquire: One year and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;Charisma;</Statistics>
    <XPCost>10</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>aef8400a-cfa4-4fe1-9477-4726450c4c72</Id>
    <DateCreated>2012-03-21T10:09:53.4782438+01:00</DateCreated>
    <DateModified>2012-03-21T10:10:02.5936411+01:00</DateModified>
    <Name>Mining</Name>
    <Description>A character with the mining skill is needed to site and supervise the operations of any mine. First the
character can attempt to determine what types of ores or gems can be found in a given area. To do this he
must spend at least a week searching a four-square-mile area. The GM may rule that more area must be
searched to find anything of value and may thus increase the amount of time required. At the end of the
research, the character can say what is likely to be found in the area.
On a succeful skill roll (secretly made by the GM) the character has found a good site to begin mining for any
minerals that may be in the area. The check does not guarantee a succeful mine, only that a particular site is
the best in the area. The GM must determine what minerals, if any, are to be found in the region of the mine.
On a failed check, the character only thinks he has found a good site. Much effort is spent before the
character is proved wrong, of course. Once the mine is in operation,someone withthe mining skill must
remain to supervise all work.
Statistic used: INT. Cost to acquire: 4 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>746662cc-e1a3-4158-a6e7-c1644cbf02ee</Id>
    <DateCreated>2012-03-21T10:10:12.9728349+01:00</DateCreated>
    <DateModified>2012-03-21T10:10:16.6790537+01:00</DateModified>
    <Name>Mounted Combat</Name>
    <Description>A character with mounted combat does not suffer any penalties when fighting mounted, he also can shoot far
more accurately from a moving mount (see combat section for more details).
Note that this skill functions only on one type of animal, if you ride another species you get the same
penalties as everybody else. Further Note that you must be able to ride (i.e. you have to have the ride skill)
the animal you fight on.
Statistic used: None. Cost to acquire:3 months and 15 XP</Description>
    <XPCost>15</XPCost>
  </Skill>
  <Skill>
    <Id>ba7d3703-85f5-4c03-83b1-fb8101ba24e3</Id>
    <DateCreated>2012-03-21T10:10:28.7392489+01:00</DateCreated>
    <DateModified>2012-03-21T10:10:36.9491143+01:00</DateModified>
    <Name>Musicianship</Name>
    <Description>The ability to play one of the various types of musical instuments found in Avalon, such as the gossamer
harp, glass flute, tambour, gongs, water chimes, normal flute, guitar and so on.
Note that this skill gives the ability to play one instrument, but the character can also play instruments
similar to the one he is proficient with. The penalties are determined by the GM.
Statistic used: DEX. Cost to acquire: 2 months and 10 XP</Description>
    <Statistics>;Dexterity;;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Entertainment</Category>
  </Skill>
  <Skill>
    <Id>74878fb5-d02a-46f8-b4d5-0f619c1c9078</Id>
    <DateCreated>2012-03-21T10:10:50.2350325+01:00</DateCreated>
    <DateModified>2012-03-21T10:10:58.8091334+01:00</DateModified>
    <Name>Oratory</Name>
    <Description>The ability to engage the attention of an audience, small or large, and to effect a desired response among
listeners, such as symphaty, antipathy, or fascination. An orator may use his skills to incite a crowd to action,
calm a hostile mob, create a diversion, and so on. The number of people he may influence is determined by
charisma. By taking a penalty of -30 to this skill the orator may increase his effective charisma by 1. If the roll
is a succes this does not mean that he has automatically won them for his cause but the effects of the skill
are determined by the GM. Failure means the crowd pays little heed to the speaker; a fumble result could
result in the crowd becoming angry or even violent towards the speaker.
Statistic used: CHA. Cost to acquire: 4 months and 10 XP</Description>
    <Statistics>;;;;;;;Charisma;</Statistics>
    <XPCost>10</XPCost>
    <Category>History</Category>
  </Skill>
  <Skill>
    <Id>9d880125-f2b6-4255-9030-801889804ce7</Id>
    <DateCreated>2012-03-21T10:11:12.2319314+01:00</DateCreated>
    <DateModified>2012-03-21T10:11:21.782647+01:00</DateModified>
    <Name>Pick Pockets</Name>
    <Description>Theft by sleight of hand. Roll as an opposed roll against your target's PER or guard skill, or against the pick
pocket skill of your target, wichever is higher. People with guard may try to spot you picking a pocket, but they
must make a guard roll against your pick pockets skill level and they suffer penalties due to visability etc. (see
the table: 'Modifiers to Perception and Perception-based skills'. This skill is also used to palm small objects,
such as keys.
Statistic used: DEX. Cost to acquire: 3 months and 10 XP</Description>
    <Statistics>;Dexterity;;;;;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Stealth</Category>
  </Skill>
  <Skill>
    <Id>72dc10bc-ae03-40c2-90a7-0aa20b64f447</Id>
    <DateCreated>2012-03-21T10:11:48.6040538+01:00</DateCreated>
    <DateModified>2012-03-21T10:11:58.1037042+01:00</DateModified>
    <Name>Pilot</Name>
    <Description>The ability to operatea type of sailing vessel. Pilots can read any type of sea chart or maps needed to
navigate their vessels and can recognize hazards related to their specific skills: for example, river or lake
pilots can spot sandbars and similar obstructions, ocean pilots can detect dangerous rocks and reefs. A
cursory inspection is sufficient for any pilot to determine af a given vessel is in good condition.
Statistic used: (PER+INT+DEXx2):4. Cost to acquire: One year and 15 XP</Description>
    <Statistics>;Dexterity;;;Perception;Intelligence;;;</Statistics>
    <XPCost>15</XPCost>
    <Category>Trade</Category>
  </Skill>
  <Skill>
    <Id>e6098f73-388d-4a62-b1ea-23e314f0369f</Id>
    <DateCreated>2012-03-21T10:12:12.380259+01:00</DateCreated>
    <DateModified>2012-03-21T10:12:19.393059+01:00</DateModified>
    <Name>Religion</Name>
    <Description>Characters with this skill know the common beliefs and cults of their homeland and the major faiths of
neighboring regions. Ordinary information (type of religious symbol used, basic attitude of the faith, etc.) of
any religion is automatically known by the character. Special information, such as how the clergy is organized
or the significance of paticular holy days, requires a skill roll.
If the character specializes in a single religion, they have intimate knowledge of that religion. That means
that they are no longer required to make a skill roll when answering questions about that religion. Such expert
knowledge is highly useful. This skill also determines which spells are known to a priest.
Note that they have to make skill rolls when they want to know about rival faiths and friendly faiths. Faiths
that are not important to their religion, are largely unknown and if they want to have information about those
they should ask others.
Statistic used: INT. Cost to acquire 2 months and 10 XP</Description>
    <Statistics>;;;;;Intelligence;;;</Statistics>
    <XPCost>10</XPCost>
    <Category>Magical</Category>
  </Skill>
  <Skill>
    <Id>3f7624b6-8118-444d-8cb0-7df3d3eccdc6</Id>
    <DateCreated>2012-03-21T10:12:33.0364062+01:00</DateCreated>
    <DateModified>2012-03-21T10:12:38.8757274+01:00</DateModified>
    <Name>Resist Mental Attacks</Name>
    <Description>A character with skill is trained in to defend himself against spells or effects that attack the mind (p.e. fear as
per spell or special ability (from a dragon)).
Statisitc used: WIL. Cost to acquire: 6 months and 15 XP</Description>
    <Statistics>;;;;;;Will Power;;</Statistics>
    <XPCost>15</XPCost>
    <Category>Magical</Category>
  </Skill>
</ArrayOfSkill>